addressalign-toparrow-leftarrow-rightbackbellblockcalendarcameraccwcheckchevron-downchevron-leftchevron-rightchevron-small-downchevron-small-leftchevron-small-rightchevron-small-upchevron-upcircle-with-checkcircle-with-crosscircle-with-pluscrossdots-three-verticaleditemptyheartexporteye-with-lineeyefacebookfolderfullheartglobegmailgooglegroupshelp-with-circleimageimagesinstagramlinklocation-pinm-swarmSearchmailmessagesminusmoremuplabelShape 3 + Rectangle 1ShapeoutlookpersonJoin Group on CardStartprice-ribbonShapeShapeShapeShapeImported LayersImported LayersImported Layersshieldstartickettrashtriangle-downtriangle-uptwitteruserwarningyahoo

"the Classic" Basic Fantasy rpg Campaign Tuesdays in Aurora

  • Aug 26, 2014 · 6:00 PM
  • My Humble Abode

I am looking for 3 to 5 players for a classic-style tabletop campaign. It will be a homebrewed setting, using the Basic Fantasy RPG rules (a cross between 1st ed. D&D and 3.5 ed.). Classic Characters: Human, Elf, Dwarf, Halfling. Classic Classes: Fighter, Thief, Cleric, Magic-User.

Campaign begins in a peaceful land known as the Frontier Kingdom. Once a distant outpost of the eastern empire, when that great civilization collapsed 150 years ago, and the frontier lands swept by the Orc armies of Lord Bloodwrath, the Kingdom emerged from the allied forces that put an end to Bloodwrath's campaign of terror. The Frontier Kingdom is ruled by the Commoner King, and consists of little more than a small city, and a handful of villages, nestled between the vast Wilderlands of the north, and the Orcwaste that stretches from the river back to the western mountains. The Kingdom is dependent upon trade from the river, as well as the old imperial highway that marks the border to the Wilderlands. Chief exports include rice, wool, and a variety of wet-weather vegetables. Humans dominate the land, with Dwarves living among them. Halflings and Elves also cohabitate with the Humans, but they also have their own independent communities. Goblins are also fairly common, with tribes dwelling both in the hills to the west, as well as in the city's sewers. Kobolds are known to prowl the marshes across the river, and a tribe of Centaurs roams the meadowlands to the kingdom's east. An enchanted forest is also within the Kingdom's borders, the Gnomewood, where faeries and Gnomes dwell in seclusion.

The Celestial Orders, (worshippers of the Sun-Goddess and Moon-God), are the dominant cult in the Kingdom, as they were critical to the victory over Bloodwrath. Old Mother pagans, and the River Goddess cult, are also popular, and both have large elf followings. The Old Mother is also popular with Human farmers, and the River Goddess even moreso among Halflings. There are also two smaller cults in the area, with more unsavory reputations: the Dragon Cult, and the Blood-God Society. There is no active Mages Guild, nor even one for thieves. Halflings run a Ferry Guild, controlling passage across the river, and the Merchants Guild in the city is quietly the most powerful faction in the land. There is a small order of knights, little more than a club for bored noblemen, and the dwindling remnants of the Imperial Rangers, one of the last surviving institutions of the old empire.

North of the city, on the imperial highway, is the Black Dragon Inn. It had once been a Ranger Fort, but has been converted into a large boarding house, stables and smithy, and tradepost. It may seem a bit out of the way from the bustling markets of Castle Orcfast, but it has enough visitors to stay in business. It is owned by a Dwarf named Torlocke Hammerdark, and much of the staff are Halflings from a nearby freehold. This is where the Characters will meet, be they from the Frontier Kingdom, or travellers from distant lands, and embark on their first adventure: "Beneath the Goblin Bridge"

Contact me if interested. the Basic Fantasy rules are available for download/pdf for free:

Join or login to comment.

  • R Joshua Holland changed the date and time to Tuesday, August 26, 2014 at 6:00 PM

    August 21, 2014

  • R Joshua H.

    Setting Notes:
    Centaurs are surprisingly widespread and educated, as they had sworn themselves to serve the empire a millennia ago as an elite cavalry to the legions. The legions also employed Hobgoblins as mercenaries, using them against races like Orcs and Kobolds to keep them from attacking the empire's holdings.

    Kobolds are the most common of the reptile races, and many think they are the only ones, but Lizardmen in the southeast rainforests are growing in number and intellect, and Troglodytes have recently appeared, already showing a great deal of sophistication. The reptile races are said to have been created by the Dragon Gods, though living dragons do not seem to favor them in any fashion.

    Dragons are said to have ruled the world in the Stone Age, when elf and dwarf first emerged. A split among their gods sparked a civil war that continues to this age, and thousands of years of conflict have driven the various dragon species to the edge of extiction.

    August 20, 2014

  • R Joshua H.

    Setting Notes:
    Humans and Halflings are the so-called young races, and are thought to be cousin-species, as both use watercraft, and have similar cultures. The majority of the Halfling race live alongside humans, though they do have thousands of tiny Freeholds outside of human jurisdiction. Halflings emerged from the tropical forests of the south, and they frequently settle along rivers. Humans emerged from an island in the east, and were accomplished sailors before they conquered much of the land to form their Empire. Several of the Monster races are treated as normal people in their own right, just typically antagonistic to the four "civilized" species. Goblins in particular are common place, living in poverty in the shadows of human cities as often as they are found living in poverty in the shadow of Hobgoblins. Giants were largely driven from imperial lands, and much of the Orc race was lost during the massive raids after the empire collapsed.

    August 20, 2014

  • R Joshua H.

    A few house rules:
    XP rewards for Ability Checks/Skill Actions.
    XP rewards for defeating foes: capturing, forcing a retreat, or foiling an enemy's plot will award XP at same rate as killing.
    Initiative will be determined for the entire game session.

    Setting Notes:
    Dwarves and Elves are considered to be the Elder races, while Humans and Halflings are relative newcomers. Dwarf-Elf conflicts have existed throughout history, though there is no one remembered incident that sparked the rivalry. Many Dwarf clans were driven from their mountain kingdoms by the so-called monster races, and roughly half of their number now lives within human communities. Elves are less likely to live in human cities, though they are frequent allies and trade-partners. There are two surviving elf cultures; the High Elves that live in their own elaborate city-states, and nomadic Wild Elves that live in the various wildernesses of the world.

    August 20, 2014

  • R Joshua Holland changed the location for this Meetup

    August 20, 2014

1 went

People in this
Meetup are also in:

Sign up

Meetup members, Log in

By clicking "Sign up" or "Sign up using Facebook", you confirm that you accept our Terms of Service & Privacy Policy